Re: [Flashcoders] Selling a Flash website

2008-10-06 Thread Gert-Jan van der Wel
Thanks Mike! I'll have a look right away.
Gert-Jan

008/10/6 Mike Duguid [EMAIL PROTECTED]

 On Mon, Sep 29, 2008 at 4:18 PM, Gert-Jan van der Wel 
 [EMAIL PROTECTED] wrote:

 
  For the last couple of years a friend and I were happily running a
 project
  on the side called T-signers.com. It's a site where people can design and
  order their own custom t-shirts. It's always been a pleasure to work on
 it,
  but recently a couple of things have changed and we can't find the time
  anymore to work on it. At this moment we're thinking about selling it or
  finding some enthusiastic developers to continue the project. Does
 anybody
  know how we should handle this?
 

 I'd have a look at sitepoint.com marketplace if you want to sell the site,
 there are a lot of serious traders there as opposed to ebay where you'd be
 unlikely to get more than beer money for it.
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[Flashcoders] streaming mp3s not consistent

2008-10-06 Thread Allandt Bik-Elliott (Receptacle)

hi guys

i have a quick question regarding streaming mp3s.

I have several (hundred) dynamically loaded mp3s that i've been  
streaming into flash using the following code:


NOTE: AS2
[code]
private function startMouth():Void
{
var avatarSound:Sound = new Sound();
avatarSound.loadSound(mp3, true);
avatarSound.onSoundComplete = Delegate.create(this, stopMouth);
}
[/code]

mp3 is a getter that grabs the property _mp3 which is set dynamically  
before the method


the problem i'm having is that the mp3s don't always stream fully and  
can stop before the end (and because of this, the onSoundComplete  
never fires).


This is for a high-use application so we expect high server-load and  
spikes which makes me think that streaming might not be the best way -  
the mp3s are between 5-8k each so i was thinking that preloading them  
individually before use might be better


would you agree with this or is there a better way of doing this?

thanks a lot
alz

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[Flashcoders] [Solved] flushing memory

2008-10-06 Thread Allandt Bik-Elliott (Receptacle)

Found out what the problem was

The data for the game was being held in a singleton - just needed to  
clear that and the game behaves properly





On 4 Oct 2008, at 08:20, allandt bik-elliott (thefieldcomic.com) wrote:


i've tried delete Question (Question is the main object that gets
populated) but that didn't cut it

On Fri, Oct 3, 2008 at 7:27 PM, eric e. dolecki [EMAIL PROTECTED]  
wrote:


Handle it without using a timeline at all and use code straight  
instead?


On Fri, Oct 3, 2008 at 2:11 PM, Allandt Bik-Elliott (Receptacle) 
[EMAIL PROTECTED] wrote:


hi folks

is there any way i can completely flush the memory for the flash  
plugin?


i have a spelling game that uses classes on symbols placed on the

timeline
and when i hit a replay button at the end of my game, the playhead  
is

moved

to the start of the timeline (so none of the symbols are present any

more)

and then the game is started up again

the only problem is that when the game goes through it's second  
pass, all

of the questions are duplicated.

I've tried delete'ing all of the objects in the class itself at  
the end

of

the game before i move back to the start but it still happens

the only way i can see around it is to reload the whole page but  
that's a

hit on the server which seems a little over the top

cheers
alz

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[Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent

Hi,

Is it possible to have a class that extends MovieClip linked to a movie 
in the library and have statics methods and vars in it ??


L
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[Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a movie 
in the library and have statics methods and vars in it ??


L


if any answer can you repost ?
thx :)
L
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Re: [Flashcoders] extends MovieClip and static methods

2008-10-06 Thread jonathan howe
Hi, Laurent,

I don't see why not... if you're having trouble, the number one culprit when
doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, etc.

-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] wrote:

 Sorry I was not receiving mails when I send that:

 Hi,

 Is it possible to have a class that extends MovieClip linked to a movie in
 the library and have statics methods and vars in it ??

 L


 if any answer can you repost ?
 thx :)

 L
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[Flashcoders] attachMovie() with non-library-symbols

2008-10-06 Thread strk
I've found a few movies out there using attachMovie()
with symbol names which are NOT exported in the SWF
movie containing the call.
Are the SWF bogus (containing useless actionscript)
or is there another interpretation of attachMovie() 
first argument ?

--strk;

 ()   ASCII Ribbon Campaign
 /\   Keep it simple! 

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Re: [Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent

Hi Jonathan,

No the linking is good, I actually compile the fla containing that class 
with no problem.
But when compiling my main that refer the the static method of that 
class it throw me errors about
1119: Access of possibly undefined property body through a reference 
with static type client.frenchdandy:CaddyView.


like one mc on stage is undefined. of course because it will be defined 
when the mc containing that class will be added to the main stage...so 
why is it checking now??!!


thx
L

jonathan howe a écrit :

Hi, Laurent,

I don't see why not... if you're having trouble, the number one culprit when
doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, etc.

-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] wrote:

  

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a movie in
the library and have statics methods and vars in it ??

L


if any answer can you repost ?
thx :)

L
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[Fwd: Re: [Flashcoders] extends MovieClip and static methods]

2008-10-06 Thread laurent

Hi Jonathan,

No the linking is good, I actually compile the fla containing that class 
with no problem.
But when compiling my main that refer the the static method of that 
class it throw me errors about
1119: Access of possibly undefined property body through a reference 
with static type client.frenchdandy:CaddyView.


like one mc on stage is undefined. of course because it will be defined 
when the mc containing that class will be added to the main stage...so 
why is it checking now??!!


thx
L

jonathan howe a écrit :

Hi, Laurent,

I don't see why not... if you're having trouble, the number one culprit when
doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, etc.

-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] wrote:

  

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a movie in
the library and have statics methods and vars in it ??

L


if any answer can you repost ?
thx :)

L
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[Flashcoders] test

2008-10-06 Thread laurent

sorry,
here a present for testing if I receive your mails...
http://vimeo.com/1831024
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Re: [Flashcoders] extends MovieClip and static methods

2008-10-06 Thread laurent


ok being less demanding, I made the call to my static method from the mc 
( menu ) containing the class and from my main, I call 
menu.function(); that call the static one. No call of the static method 
is made from outside de mc it's compiled in. It's a workaround, I have 
no idea if it's possible to do what I wanted.


L

laurent a écrit :

Hi Jonathan,

No the linking is good, I actually compile the fla containing that 
class with no problem.
But when compiling my main that refer the the static method of that 
class it throw me errors about
1119: Access of possibly undefined property body through a reference 
with static type client.frenchdandy:CaddyView.


like one mc on stage is undefined. of course because it will be 
defined when the mc containing that class will be added to the main 
stage...so why is it checking now??!!


thx
L

jonathan howe a écrit :

Hi, Laurent,

I don't see why not... if you're having trouble, the number one 
culprit when

doing library linkage is often that the Flash IDE has an incorrect Class
name and is secretly creating an unrelated class file behind the scenes.
Double check your linkage settings, make sure the package is correct, 
etc.


-jonathan



On Mon, Oct 6, 2008 at 7:39 AM, laurent [EMAIL PROTECTED] 
wrote:


 

Sorry I was not receiving mails when I send that:

Hi,

Is it possible to have a class that extends MovieClip linked to a 
movie in

the library and have statics methods and vars in it ??

L


if any answer can you repost ?
thx :)

L
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[Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread sebastian

hi folks,

can any one shed some light to me on the setpixel32 and getpixel32?

I'd like to be able to affect just one of the 4 components: A R G or B 
independently of another.


Essentially, read the current ARGB using getPixel32 and then manipulate 
just one part of it, in my case, halve the current A value of the ARGB 
and then re-assign it back to the bitmap.



//1: grab the HEX value for the current coordinate:
var val:uint = getPixel32(x,y);

//2: manipulate the HEX value of just 1 of the 4 parts, in my case the A 
of the ARGB:



//3: re-assign it back to the display:
setPixel32(x,y,val);

Thanks for your help!

Sebastian.
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread Glen Pike

Hi,

   You might be able to do this easier by using getPixels() / 
setPixels() and manipulating the returned Byte Array.


   Here are some links that may help you do this fast:

   http://board.flashkit.com/board/showthread.php?t=741099

   http://laserpirate.com/flashblog/?p=12

   HTH

   Glen

sebastian wrote:

hi folks,

can any one shed some light to me on the setpixel32 and getpixel32?

I'd like to be able to affect just one of the 4 components: A R G or B 
independently of another.


Essentially, read the current ARGB using getPixel32 and then 
manipulate just one part of it, in my case, halve the current A 
value of the ARGB and then re-assign it back to the bitmap.



//1: grab the HEX value for the current coordinate:
var val:uint = getPixel32(x,y);

//2: manipulate the HEX value of just 1 of the 4 parts, in my case the 
A of the ARGB:



//3: re-assign it back to the display:
setPixel32(x,y,val);

Thanks for your help!

Sebastian.
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RE: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread Andrew Murphy
I'm not sure of this, but:  After you grab val you could bitshift out the
alpha channel (a), subtract that from the original argb value to remove
the alpha channel.  Manipulate a and bitshift it back up again before
adding it to the rgb value to give you a new argb.


var a:uint = val  32  0xff;
var rgb:uint = val - (a  32);
a = a / 2;
var newval:uint = rgb + (a  32);




Andrew Murphy
Interactive Media Specialist
[EMAIL PROTECTED]

Delvinia
214 King Street West, Suite 214 
Toronto Canada M5H 3S6

P 416.364.1455 ext. 232  F 416.364.9830  W www.delvinia.com

CONFIDENTIALITY NOTICE
This email message may contain privileged or confidential information. If
you are not the intended recipient or received this communication by error,
please notify the sender and delete the message without copying or
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AVIS DE CONFIDENTIALITÉ
Ce message peut contenir de l'information légalement privilégiée ou
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erreur ce message, nous vous saurions gré d'en aviser l'émetteur et d'en
détruire le contenu sans le communiquer a d'autres ou le reproduire.

 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf 
 Of sebastian
 Sent: Monday, October 06, 2008 3:18 PM
 To: Flash Coders List
 Subject: [Flashcoders] working with getPixel32 and setPixel32,
 
 hi folks,
 
 can any one shed some light to me on the setpixel32 and getpixel32?
 
 I'd like to be able to affect just one of the 4 components: A 
 R G or B independently of another.
 
 Essentially, read the current ARGB using getPixel32 and then 
 manipulate just one part of it, in my case, halve the current 
 A value of the ARGB and then re-assign it back to the bitmap.
 
 
 //1: grab the HEX value for the current coordinate:
 var val:uint = getPixel32(x,y);
 
 //2: manipulate the HEX value of just 1 of the 4 parts, in my 
 case the A of the ARGB:
 
 
 //3: re-assign it back to the display:
 setPixel32(x,y,val);
 
 Thanks for your help!
 
 Sebastian.
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread sebastian

Thanks Glen and Andrew,

Thanks for your fast help,

Tried to use this code [below] but it makes my pixels yellow instead of 
50% alpha on each pass... any ideas why?


Is there any good tutorial on working with bit operations and bit logic? 
Would make it easier for me to trouble shoot/make my own equations.

:)

Thanks!

Seb.

Andrew Murphy wrote:

I'm not sure of this, but:  After you grab val you could bitshift out the
alpha channel (a), subtract that from the original argb value to remove
the alpha channel.  Manipulate a and bitshift it back up again before
adding it to the rgb value to give you a new argb.


var a:uint = val  32  0xff;
var rgb:uint = val - (a  32);
a = a / 2;
var newval:uint = rgb + (a  32);




Andrew Murphy
Interactive Media Specialist
[EMAIL PROTECTED]

Delvinia
214 King Street West, Suite 214 
Toronto Canada M5H 3S6


P 416.364.1455 ext. 232  F 416.364.9830  W www.delvinia.com

CONFIDENTIALITY NOTICE
This email message may contain privileged or confidential information. If
you are not the intended recipient or received this communication by error,
please notify the sender and delete the message without copying or
disclosing it.

AVIS DE CONFIDENTIALITÉ
Ce message peut contenir de l'information légalement privilégiée ou
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erreur ce message, nous vous saurions gré d'en aviser l'émetteur et d'en
détruire le contenu sans le communiquer a d'autres ou le reproduire.

 


-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of sebastian

Sent: Monday, October 06, 2008 3:18 PM
To: Flash Coders List
Subject: [Flashcoders] working with getPixel32 and setPixel32,

hi folks,

can any one shed some light to me on the setpixel32 and getpixel32?

I'd like to be able to affect just one of the 4 components: A 
R G or B independently of another.


Essentially, read the current ARGB using getPixel32 and then 
manipulate just one part of it, in my case, halve the current 
A value of the ARGB and then re-assign it back to the bitmap.



//1: grab the HEX value for the current coordinate:
var val:uint = getPixel32(x,y);

//2: manipulate the HEX value of just 1 of the 4 parts, in my 
case the A of the ARGB:



//3: re-assign it back to the display:
setPixel32(x,y,val);

Thanks for your help!

Sebastian.
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread Glen Pike

Hi,

   I think you need to shift by 24 for alpha, you also need to shift 
then mask the value.  RGB is just the bottom three bytes masked and 
shifting by 1 rather than divide by 2 may be faster, but google for the 
speed comparisons in AS3 - I think John Grden may have blogged this: 


   var a:uint = (val  24)  0xff;
   var rgb:uint = val  0xff;
   a = a  1;
   var newval:uint = (a  32) | rgb;

   It would be a good learning exercise to do your own equations for 
manipulating pixel stuff, but have a look at Mario Klingemann's blog - 
quasimondo.com - for tips and tricks with images as he is one of the 
best people at manipulating bitmaps in Flash so he may have some nice 
examples to stimulate you.  For simpler manipulation have a google.  
Also, if you are just setting the alpha to 50% for the whole bitmap, it 
may be quicker to do this on the MovieClip because FlashPlayer might be 
optimising composition somehow, but I understand this may just be an 
example.


   HTH

   Glen
  


sebastian wrote:

Thanks Glen and Andrew,

Thanks for your fast help,

Tried to use this code [below] but it makes my pixels yellow instead 
of 50% alpha on each pass... any ideas why?


Is there any good tutorial on working with bit operations and bit 
logic? Would make it easier for me to trouble shoot/make my own 
equations.

:)

Thanks!

Seb.

Andrew Murphy wrote:
I'm not sure of this, but:  After you grab val you could bitshift 
out the
alpha channel (a), subtract that from the original argb value to 
remove

the alpha channel.  Manipulate a and bitshift it back up again before
adding it to the rgb value to give you a new argb.


var a:uint = val  32  0xff;
var rgb:uint = val - (a  32);
a = a / 2;
var newval:uint = rgb + (a  32);




Andrew Murphy
Interactive Media Specialist
[EMAIL PROTECTED]

Delvinia
214 King Street West, Suite 214 Toronto Canada M5H 3S6

P 416.364.1455 ext. 232  F 416.364.9830  W www.delvinia.com

CONFIDENTIALITY NOTICE
This email message may contain privileged or confidential 
information. If
you are not the intended recipient or received this communication by 
error,

please notify the sender and delete the message without copying or
disclosing it.

AVIS DE CONFIDENTIALITÉ
Ce message peut contenir de l'information légalement privilégiée ou
confidentielle. Si vous n'êtes pas le destinataire ou croyez avoir 
reçu par

erreur ce message, nous vous saurions gré d'en aviser l'émetteur et d'en
détruire le contenu sans le communiquer a d'autres ou le reproduire.

 


-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf Of 
sebastian

Sent: Monday, October 06, 2008 3:18 PM
To: Flash Coders List
Subject: [Flashcoders] working with getPixel32 and setPixel32,

hi folks,

can any one shed some light to me on the setpixel32 and getpixel32?

I'd like to be able to affect just one of the 4 components: A R G or 
B independently of another.


Essentially, read the current ARGB using getPixel32 and then 
manipulate just one part of it, in my case, halve the current A 
value of the ARGB and then re-assign it back to the bitmap.



//1: grab the HEX value for the current coordinate:
var val:uint = getPixel32(x,y);

//2: manipulate the HEX value of just 1 of the 4 parts, in my case 
the A of the ARGB:



//3: re-assign it back to the display:
setPixel32(x,y,val);

Thanks for your help!

Sebastian.
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[Flashcoders] AS2 Memory / CPU usage

2008-10-06 Thread Glen Pike

Hi,

   I have inherited an app which is very AS1 / AS2 timeline based and 
runs on a Linux kiosk box.  Debugging the app today, I have noticed that 
the CPU usage spikes after a while and the whole application slows down.


   This seems to be when loading data from XML Sockets repeatedly, so I 
am guessing it may be a memory issue.


   Is there any way of delving into the system deeper to find out what 
the problem may be?


   Does anyone have any pointers to info or articles on what happens 
with FP memory  CPU when you jump backwards and forwards in a timeline 
which references instances created on certain frames and global / _root 
objects  functions?


   Does FP9 do memory management for AVM1?

   Thanks

   Glen
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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread sebastian

hi Glen,

Kudos for the shift  1 operation, knew that was a faster operand.

However, this code is still now working, now it simply doesn't change 
anything...

:(

var val:uint = getPixel32(x,y);
var a:uint = (val  24)  0xff;
var rgb:uint = val  0xff;
a = a  1;
var newval:uint = (a  32) | rgb;
setPixel32(x,y,newval);

I also tried changing it to say:

...
var rgb:uint = val  0x00ff;
a = a  1;
var newval:uint = (a  24) | rgb;
...

since I thought that was an error maybe, but that also doesn't influence 
the alpha of the pixel...

:(

Out of desperation I also tried:

var a:uint = val  0xff00;
var rgb:uint = val  0x00f;
a = a  1;
var newval:uint = a | rgb;

and

var a:uint = val  0xff00;
var rgb:uint = val  0x00f;
a = a  1;
var newval:uint = (a  24) | rgb;

:(

sniff...

Setting alpha for the whole MC is not an option for what I am doing. I'm 
trying to create trails behind things that are moving by having a 
video-burn like effect; by operating on the pixel level. At the moment I 
am using code from 'Adventures in AS', but once i have it working I'll 
encapsulate it and use it in a different project.


The original source is:
http://flashcoding.blogspot.com/2008/03/small-starfield-with-bluring-effect.html

And my current draft-code modification is:

package
{
import flash.events.*;
import flash.display.*;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;


public class Starfield
{
var mc:MovieClip =new MovieClip();
var screendata:BitmapData;

var stars:Array=new Array();
var antal:Number=500;

public function Starfield(timeline)
{

screendata=new BitmapData(320,240,false,0x);
var screen:Bitmap=new Bitmap(screendata);
mc.addChild(screen);

for (var i:int=0;iantal;i++)
{
InitStar(i);
}

mc.addEventListener(Event.ENTER_FRAME,this.render);
timeline.addChild(mc);
}

private function MoveStar(index:int)
{
			if (stars[index][0]-160 || stars[index][0]160 || 
stars[index][1]-120 || stars[index][1]120)

{
InitStar(index);
}
else
{
stars[index][0]=
stars[index][0]*stars[index][2];
stars[index][1]=
stars[index][1]*stars[index][2];
}
}

private function InitStar(index:int)
{
		 
stars[index]=[Number(((Math.random()*10)-5)),Number(((Math.random()*10)-5)),Number((Math.random()/10)+1)];

}


private function render(e:Event):void
{
for(var x:int=0;x320;x++)
{
for(var y:int=0;y240;y++)
{

var val:uint = screendata.getPixel32 
(x,y);

var a:uint = (val  24)  0xff;
var rgb:uint = val  0xff;
a = a  1;
var newval:uint = (a  24) | rgb;

screendata.setPixel32(x,y,newval);

}
}

for(var i:int=0;iantal;i++)
{
MoveStar(i);

screendata.setPixel(stars[i][0]+160,stars[i][1]+120,0xFF);
}
}
}
}


Regards,

Sebastian.


Glen Pike wrote:

Hi,

   I think you need to shift by 24 for alpha, you also need to shift 
then mask the value.  RGB is just the bottom three bytes masked and 
shifting by 1 rather than divide by 2 may be faster, but google for the 
speed comparisons in AS3 - I think John Grden may have blogged this:

   var a:uint = (val  24)  0xff;
   var rgb:uint = val  0xff;
   a = a  1;
   var newval:uint = (a  32) | rgb;

   It would be a good learning exercise to do your own equations for 
manipulating pixel stuff, but have a look at Mario Klingemann's blog - 
quasimondo.com - for tips and tricks with images as he is one of the 

[Flashcoders] SWC catalog XML file format documentation?

2008-10-06 Thread Peter Nicolai
Hi,

There are a couple of posts on this list from April discussing using
nochump's ziplib to open  read SWC files. I'm looking to do something
along those lines. Is anyone aware of any documentation from Adobe on
the SWC catalog's XML file format? thanks
___
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Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] sizing an arbitrary loaded swf

2008-10-06 Thread Juan Pablo Califano
PD:

I think someone at Flash_Tiger just found a way simpler and more straight
forward means to get the stage size:


Try loaderInfo.width and loaderInfo.height.


http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/display/LoaderInfo.html


Cheers
Juan Pablo Califano

2008/10/5, Juan Pablo Califano [EMAIL PROTECTED]:

 Hi Andrew,

 I'm not sure were the problem could be, but checking both swf's I got
 640x480 and 600x200, which seems right. If I open the swf standalone (I
 mean double clicking on it), the player opens it with those dimensions.
 Plus, I've converted the to fla just to check the dimensions and I got back
 the same values.

 What the swf header contains is the size of the stage, or, in other words,
 the size you set for the fla document at author time (if you're using the
 Flash IDE; in that case, it's the numbers you set using the size button in
 the properties panel).

 I've also checked with another player from youtube and the size of the swf
 is 480x387, which seems to match with the rebuilt fla and with what I see in
 the site.

 Maybe those swf's are being scaled, cropped or masked by other means ?
 (when embedding, for instance) It's just a thought, anyway, perhaps if you
 post the url of the page that contains those swfs, someone is able to figure
 out why there's a difference between what you see on the screen and the
 swf's stage size.


 Cheers
 Juan Pablo Califano


 2008/10/5, Andrew Sinning [EMAIL PROTECTED]:

 Hi Juan Pablo,

 I just got back to this problem and tested your SwfHeader class.  From the
 few tests that I've run, this returns exactly the same dimensions that the
 LoaderInfo class does.

 I'm still stuck.  Here's an example of a swf on YouTube:

   http://www.youtube.com/v/C7PH3GVj104

 The LoaderInfo/SwfHeader dimensions are 640x320, but the actual dimensions
 appear to be 320x180.

 This swf


 http://client.shoutlet.com/static/imageplayer/viewer.php?config=http://client.shoutlet.com/file/64/5863.xml

 Looks to be actually 400x200 but the LoaderInfo/SwfHeader dimensions are
 600x200.


  Juan Pablo Califano wrote:



 http://pastebin.be/14115   (SwfHeader class)

 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders



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Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread Juan Pablo Califano
Hi,

If I haven't misread something, this

a = a  1;

makes no sense. Unless you're trying to divide alpha by 2, in which case I
obviously missed something.


If you want to extract the 4 components, you can use something like this:


var hexaValue:int = 0x9100ff33;

var a:int = (hexaValue  24)  0xff;
var r:int = (hexaValue  16)  0xff;;
var g:int = (hexaValue  8)  0xff;;
var b:int = hexaValue  0xff;

var newAlpha:int = 0xcc;
var copyHexaValue:int = newAlpha  24 | r  16 | g  8 | b;
trace(uint(copyHexaValue).toString(16)); // traces  cc00ff33

If you don't bother to get the individual RGB components, just the alpha
channel, try this:

var hexaValue:int = 0x9100ff33;
var a:int = (hexaValue  24)  0xff;
var arg:int = hexaValue  0xff;

var newAlpha:int = 0xcc;
copyHexaValue = newAlpha  24 | arg;
trace(uint(copyHexaValue).toString(16));// traces  cc00ff33
Also, I'm casting to uint just to display the value in a more
meaningful/readable way in the trace, but as long as you don't perform
arithmetic on those values, you don't have to (because it's parsed as a bit
pattern, not as numerical value, if that makes sense...).

Cheers
Juan Pablo Califano


2008/10/6, sebastian [EMAIL PROTECTED]:

 hi Glen,

 Kudos for the shift  1 operation, knew that was a faster operand.

 However, this code is still now working, now it simply doesn't change
 anything...
 :(

 var val:uint = getPixel32(x,y);
 var a:uint = (val  24)  0xff;
 var rgb:uint = val  0xff;
 a = a  1;
 var newval:uint = (a  32) | rgb;
 setPixel32(x,y,newval);

 I also tried changing it to say:

 ...
 var rgb:uint = val  0x00ff;
 a = a  1;
 var newval:uint = (a  24) | rgb;
 ...

 since I thought that was an error maybe, but that also doesn't influence
 the alpha of the pixel...
 :(

 Out of desperation I also tried:

 var a:uint = val  0xff00;
 var rgb:uint = val  0x00f;
 a = a  1;
 var newval:uint = a | rgb;

 and

 var a:uint = val  0xff00;
 var rgb:uint = val  0x00f;
 a = a  1;
 var newval:uint = (a  24) | rgb;

 :(

 sniff...

 Setting alpha for the whole MC is not an option for what I am doing. I'm
 trying to create trails behind things that are moving by having a video-burn
 like effect; by operating on the pixel level. At the moment I am using code
 from 'Adventures in AS', but once i have it working I'll encapsulate it and
 use it in a different project.

 The original source is:

 http://flashcoding.blogspot.com/2008/03/small-starfield-with-bluring-effect.html

 And my current draft-code modification is:

 package
 {
import flash.events.*;
import flash.display.*;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;


public class Starfield
{
var mc:MovieClip =new MovieClip();
var screendata:BitmapData;

var stars:Array=new Array();
var antal:Number=500;

public function Starfield(timeline)
{

screendata=new BitmapData(320,240,false,0x);
var screen:Bitmap=new Bitmap(screendata);
mc.addChild(screen);

for (var i:int=0;iantal;i++)
{
InitStar(i);
}

mc.addEventListener(Event.ENTER_FRAME,this.render);
timeline.addChild(mc);
}

private function MoveStar(index:int)
{
if (stars[index][0]-160 || stars[index][0]160 ||
 stars[index][1]-120 || stars[index][1]120)
{
InitStar(index);
}
else
{
stars[index][0]=
stars[index][0]*stars[index][2];
stars[index][1]=
stars[index][1]*stars[index][2];
}
}

private function InitStar(index:int)
{

 stars[index]=[Number(((Math.random()*10)-5)),Number(((Math.random()*10)-5)),Number((Math.random()/10)+1)];
}


private function render(e:Event):void
{
for(var x:int=0;x320;x++)
{
for(var y:int=0;y240;y++)
{

var val:uint = screendata.getPixel32
 (x,y);

var a:uint = (val  24)  0xff;
var rgb:uint = val  0xff;
a = a  1;
var newval:uint = (a  24) | rgb;

screendata.setPixel32(x,y,newval);

}
}


Re: [Flashcoders] working with getPixel32 and setPixel32,

2008-10-06 Thread Juan Pablo Califano
PD:

Sorry, even though the result is the same, to make more sense the second
sample should read:


var hexaValue:int = 0x9100ff33;
var a:int = (hexaValue  24)  0xff;
var rgb:int = hexaValue  0xff;

var newAlpha:int = 0xcc;
copyHexaValue = newAlpha  24 | rgb;
trace(uint(copyHexaValue).toString(16));// traces  cc00ff33
Using rgb as the name of the var that stores the value of the RGB
components, instead of arg.


2008/10/6, Juan Pablo Califano [EMAIL PROTECTED]:

 Hi,

 If I haven't misread something, this

 a = a  1;

 makes no sense. Unless you're trying to divide alpha by 2, in which case I
 obviously missed something.


 If you want to extract the 4 components, you can use something like this:


 var hexaValue:int = 0x9100ff33;

 var a:int = (hexaValue  24)  0xff;
 var r:int = (hexaValue  16)  0xff;;
 var g:int = (hexaValue  8)  0xff;;
 var b:int = hexaValue  0xff;

 var newAlpha:int = 0xcc;
 var copyHexaValue:int = newAlpha  24 | r  16 | g  8 | b;
 trace(uint(copyHexaValue).toString(16)); // traces  cc00ff33

 If you don't bother to get the individual RGB components, just the alpha
 channel, try this:

 var hexaValue:int = 0x9100ff33;
 var a:int = (hexaValue  24)  0xff;
 var arg:int = hexaValue  0xff;

 var newAlpha:int = 0xcc;
 copyHexaValue = newAlpha  24 | arg;
 trace(uint(copyHexaValue).toString(16));// traces  cc00ff33
 Also, I'm casting to uint just to display the value in a more
 meaningful/readable way in the trace, but as long as you don't perform
 arithmetic on those values, you don't have to (because it's parsed as a bit
 pattern, not as numerical value, if that makes sense...).

 Cheers
 Juan Pablo Califano


 2008/10/6, sebastian [EMAIL PROTECTED]:

 hi Glen,

 Kudos for the shift  1 operation, knew that was a faster operand.

 However, this code is still now working, now it simply doesn't change
 anything...
 :(

 var val:uint = getPixel32(x,y);
 var a:uint = (val  24)  0xff;
 var rgb:uint = val  0xff;
 a = a  1;
 var newval:uint = (a  32) | rgb;
 setPixel32(x,y,newval);

 I also tried changing it to say:

 ...
 var rgb:uint = val  0x00ff;
 a = a  1;
 var newval:uint = (a  24) | rgb;
 ...

 since I thought that was an error maybe, but that also doesn't influence
 the alpha of the pixel...
 :(

 Out of desperation I also tried:

 var a:uint = val  0xff00;
 var rgb:uint = val  0x00f;
 a = a  1;
 var newval:uint = a | rgb;

 and

 var a:uint = val  0xff00;
 var rgb:uint = val  0x00f;
 a = a  1;
 var newval:uint = (a  24) | rgb;

 :(

 sniff...

 Setting alpha for the whole MC is not an option for what I am doing. I'm
 trying to create trails behind things that are moving by having a video-burn
 like effect; by operating on the pixel level. At the moment I am using code
 from 'Adventures in AS', but once i have it working I'll encapsulate it and
 use it in a different project.

 The original source is:

 http://flashcoding.blogspot.com/2008/03/small-starfield-with-bluring-effect.html

 And my current draft-code modification is:

 package
 {
import flash.events.*;
import flash.display.*;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.geom.Rectangle;


public class Starfield
{
var mc:MovieClip =new MovieClip();
var screendata:BitmapData;

var stars:Array=new Array();
var antal:Number=500;

public function Starfield(timeline)
{

screendata=new
 BitmapData(320,240,false,0x);
var screen:Bitmap=new Bitmap(screendata);
mc.addChild(screen);

for (var i:int=0;iantal;i++)
{
InitStar(i);
}

mc.addEventListener(Event.ENTER_FRAME,this.render);
timeline.addChild(mc);
}

private function MoveStar(index:int)
{
if (stars[index][0]-160 || stars[index][0]160 ||
 stars[index][1]-120 || stars[index][1]120)
{
InitStar(index);
}
else
{
stars[index][0]=
  stars[index][0]*stars[index][2];
stars[index][1]=
  stars[index][1]*stars[index][2];
}
}

private function InitStar(index:int)
{

 stars[index]=[Number(((Math.random()*10)-5)),Number(((Math.random()*10)-5)),Number((Math.random()/10)+1)];
}


private function render(e:Event):void
{
for(var x:int=0;x320;x++)
{
for(var y:int=0;y240;y++)